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Old 04-11-2019, 06:03 PM   #5
heitkamp94
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heitkamp94's Arena
 
OVR: 9
Join Date: Dec 2004
Location: Southwest Iowa
Re: Your house rules

Most of mine are recruiting related :

-Only 1 world recruit eligible on the roster, I can RS one if the one I have is graduating so two are possible but they are just too easy to recruit

- Only 2 juco recruits on the roster, same RS rule

- I can only have 1 offer out to a 4/5* recruit at a time, unless I meet goals

- I can only offer 4/5* players that are 1. Mun/Loc 2. have me in their top 5 until I meet certain goals.

Those goals are centered around the tourney. I can recruit an extra 4/5* from any location (except world or juco if im at my limit) if I make the Sweet 16 the prior year, I add another if I make the Elite Eight and again for the Final Four.

I also recruit to a specific system that I play. I won't recruit a PG under 6'2, my SG and SF need to have no worse than "b" shooting. I like a big SF to play at PF, typically I'm looking for a 6'6+ slasher type, kind of a mismatch guy. I never recruit an actual center, it's always a 6'8 to 6'10 PF. The centers just end up too big and too effective.

My 4/5* rule can trump the above, I'll take a smaller PG or different type of player if they fit my criteria, otherwise, I have to stick to 3* or less players to fill these specific roles. This is the toughest/most fun rule I have. It almost always ends up with me having a rebuilding type of season every now and then.

I never have all my scholarships filled, I only ever have 11 guys eligible at a time. Redshirting players and transfers don't count towards that total.

With players seemingly always getting suspended these days, I've made up a little game to incorporate that and add some realism. At the beginning of each week, I roll dice to see which players might get in "trouble". All 11 eligible players are assigned a number between 1-11 when they are recruited, for new guys, its the same number the player they replaced on the roster last season. My first roll is two dice, whatever players number comes up is the one in trouble, the number 8 is my free space, no one is in trouble .

I then roll just one die to find out what they are in trouble for, I have 6 categories: grades, small crime, team conduct, missing/late for practice, big crime, family. Grades and small crime are 1 game suspension for the first offense, additional game each other time for that specific player. Team conduct and miss/late practice can possible result in only being suspended 1 half if a 3rd dice role comes up even, odd equals 1 game. Big Crime gets a 3rd dice roll which determines how many games the player is suspended. Family is a one time thing with no further punishment and doesn't count towards their strikes. This rule has ruined great seasons for me but it's unpredictable and adds a lot of fun.

In the post season, these rolls only happen prior to the conference tourney and prior to the NCAA/NIT. No multiple rolls during the tourney.


My only rules during gameplay are that I cannot press unless I am down 10+ and I cannot make coaching adjustments until half time, 2nd half I can make unlimited changes.

Last edited by heitkamp94; 04-11-2019 at 06:05 PM.
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